In many games I have played, initial editions (eg the 1960s version of Midway) use squares for their boards.
Often, later editions (eg the 1990s edition of Midway) change to a hex pattern.
Hexes get around awkward movement rules (like being able to move 14 squares, or 10 on the diagonal (10 / sqrt of 2
is very close to 14)), but I wonder when squares would give a better feel for the environment?
In Clue it makes sense because they represent tiles in the hallways (and while you can be whisked around the house by being involved in an accusation or via tunnels, the hallways analogy makes sense). However, in a simulation game, I cannot see how squares could be useful.
When are they a good mechanic in simulation game design?